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So how many of us liked the original Black Hornet Nano UAV mod that was entered into the Make Arma Not War contest? I know I was one for sure and I have used it many times building missions or playing single player stuff over the last few years but always end up removing the mod from my missions because of the following things I wanted to see done a little differently.
TO DO LIST
Be an inventory item IF at all possible; not have to be a part of the UAV backpack.
FLIR, NV and DTV views
Fast recharge rate; or automatic recharge to simulate replacement of the battery pack.
realistic flight time and distance.
Easy to interact with and use the vanilla UAV controller.
Ability to adjust the colors of the drone in the Editor for usage in various terrains.
Finally the most important is to update the model of the drone to be similar to the current V3 version that FLIR offers to military and law enforcement groups around the world.
So a few weeks ago I reached out to the maker of the original mod. He gave me permission to modify, tweak and otherwise update the mod as necessary. Thanks to him for allowing us to do these things. We hope we can pull off the things we want to do but without the support that he gave us by giving the source files and his permission we would not be as far ahead as we are now.
So as of today I can report that we have pushed into the realm of approaching a first release for limited testing. The plan all along has been to update the drone to use some commands to make it an inventory item, recharge automatically, use the vanilla UAV controller and have the realistic flight time and distance. I was able to enlist the help of @toxicsludge to make a terrific 3D and it has turned out to be AWESOME. We are now on the right track testing wise and have identified a few areas of note that are going to be improved upon as soon as possible. As soon as we can it will be released on the Steam Workshop for all to mess around with and have fun.
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16 August 2018:
WIP 3D images
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Update 19 August 2018:
Got the completed model and it looks AMAZING. The level of detail he put into it is off the charts good for the size that it will end up being. Our team is excited to get this sucker completed and out the door to you guys to play with.
Finished model views:
EARLY INTERNAL TEST RESULTS ARE IN:
How to use the drone: There is no image yet for the drone so it will be a blank spot under miscellaneous items in the editor and you can control it with the vanilla UAV console in game. Use ACE self interaction to place the drone on the ground; then use the UAV console to locate the drone and you can give it waypoints and control that way. Otherwise you will not be able to find the thing in game if you don't use ACE self interact.
Couple of known bugs:
Weight seems to be causing a problem with flight; it might be way to light since Arma doesn't like objects that are super light.
Speed is way off and probably tied to the weight of the item. Should be right at 6m/s (~21kmh) as the max speed but I had it up over 25m/s (~90kmh) yesterday in internal testing.
Ability to have autonomous flight is most likely tied to weight and therefore not functioning properly as well since it seems that wind speed affects it.

Hi guys, I have a MP mission that has a capture zone on the USS Liberty and when the capture zone flips the commander of the side that owns the zone gains access to the Mk45 that is placed on the bow of the ship. My problem is that the Mk45 only exists for Blufor and as a result whenever an Opfor unit comes within range the Mk45 lets loose regardless of which faction has access to the artillery support. I would like the Mk45 to ignore everyone but the support requester, I played around with using the virtual artillery but it doesn't give the persistence that I'm after and it likes to spawn an Mk45 in the water and just overall looks bad. I've tried a few different disableAI in the units init, not sure what to try next. It seems that the Ai for drones or terminal accessed units is unique and I'm not finding much on how to control them.

Hey guys.
Does anybody know if there's a way to instantly fix the UAV turret on a position?
Using lockCameraTo doesn't work very well (when you switch away from the UAV and if its direction has changed since last time, it takes time for the turret to adjust)

Hi all, been lurking on the forums for a while now but this is my first request for help with triggers.
I am trying to make a line that spawns a live grenade (preferably a 40mm he grenade) and drops it from a drone flying above.
Basically replicating what groups are doing in the middle east with rec. drones, any help will be appreciated.
I have tried "G_40mm_HE" createVehicle (getPos drone) (drone being the name of the object it's spawned to) I've used this in the past for other classnames used for explosions on the ground, but I think I'm having trouble with the grenade being 'live'.
Thanks in advance all.
Cheers

Incon Airpower
Script package for Arma 3 mission makers that allows players to call in air support for target tracking and precision air strikes. Unlike other CAS scripts, Incon Airpower simulates high-altitude strikes where the aircraft is neither visible nor audible from the ground. As such, the aicraft itself is not spawned, only simulated, thereby avoiding all the hassle of Arma's pilot AI. Works best in single player and low-player-count COOP (lots of players using tracking may cause considerable server lag).
Perfect for missions involving SF teams working behind enemy lines to call in coalition airpower onto enemy assets (as in the ongoing real-life operation Enduring Freedom in Iraq / Syria).
SP / Co-op / Dedi compatible.
Requires CBA.
Features
Call in guided airstrikes with the radio menu
Mark targets with laser, smoke, chemlights or IR strobes (night only for chemlights and strobes, day only for smoke)
Aircraft can lock on to and strike multiple targets simultaneaously (thanks to a slightly modified version of kylania's awesome guided missile script)
Optional collateral damage assesment by pilot - checks for nearby friendlies, civilians and sensitive targets and will automatically disengage if collateral damage is too high
Optional full NATO voice procedure simulation to guide pilot on to target
No need for map with airstrip or adding in any aircraft
Restrict JTAC capabilities to units with certain items in their inventory
Optional unit tracking on map, with accuracy that degrades with overhead cover, weather etc. (only shows targets that would be visible from overhead):
- (optional) restrict to units with UAV terminal only
- differentiates between friendlies (blue), unarmed infantry (white), armed infantry (pink), civilian vehicles (white, large) and non-friendly vehicles (pink, large)
If using a laser designator, the player can mark multiple targets at once and give clearance for a simultaneaous strike:
- mark 2 tanks and an infantry patrol, and the aircraft will track and engage those targets simultaneously, even if they move
- repeat your last mark if in doubt
- if your final target is a laser mark, the aircraft will engage your laser mark while it is active, and revert to your original mark position if it looses your laser mark
Realistic air speeds of ordnance:
- the higher the altitude of the aircraft (recommended at least 3000m), the longer the ordnance will take to hit the target
- missiles will travel faster than bombs
- ordnance speeds based on real data
Usage
License
GNU V3
Submit pull requests, fork your own version on Github, drink Bailey's from a shoe, do whatever. This is open source and entirely free to use.
Changelog
Download from GitHub

We were having trouble with the darter quadcopter first, it would fly up to a particular altitude (most often not even the one we set) and just hover there and not move, and not even respond at all to any further commands. We then spawned in a falcon to test if it would have problems too. My friend could control it just fine with no problems whatsoever, but when I connected it would follow type commands like loiter but not altitude, and would stay at 50m no mater what it was set to. I validated my steam files and changed class to UAV operator but neither had any effect. I've got no more ideas to try and it's looking like drones are a no go at least for multiplayer.

I'm making a mission in which you control the camera of the MQ-4A-Greyhawk drone. It's flying at about 1000m altitude above an enemy base. You are supposed to identify a certain target and call a strike. The problem is the AI keeps spotting the drone, but I don't want them to do that.
So what can I do to change that?
I have tried editing with the advanced Eden mod, but I don't think it has the needed features.
Ty :)
Edit: more details on the symptoms (idk, maybe it's important). When the drone arrives you can see two patrols and some stationary dudes (more arrive by truck later). After some time they start looking up into the air in the direction of the drone (This is what I interpret as them spotting the drone). A little while later they break patrol and crouch/go prone while still looking in the direction of the drone, but From what I can tell, they never shoot at it though.

I am announcing today that me and Matchbox/M.Nelson are going to be making an MQ-25 for ArmA 3. the drone will hopefully feature a full rearming menu,Lesh tow compatibility, an Eden menu fold wings option, USAF refuel compatibility, a fully functional weapon bay, and lastly to be able to land on the Nimitz and take off of the Nimitz.
As of right now we are just starting to project and don't have any photos to share with the community.
if there is any reasonable suggestions or pointers for this up coming mod please don't be afraid to post them
P.S. this is also our first mod so this might take awhile so bear with us ;) and since this is our first project we will be getting some help from some of the better known content creators in the community
Edit: X-47B was renamed to MQ-25 Stingray

Hi all,
I'm trying to do something simple in the editor.
- Have a drone fly to a point indicated by a waypoint
- Once it arrives at the waypoint, have it drop leaflets.
I know this is done by using the fire command. I would like to use something like
this fire "Bomb_Leaflets";
in the "on activation" call for a waypoint, so that I don't have to have a variable name for each one of the drones I launch ( Would be nice to be able to put this functionality into a script that I can use repeatedly).
The problem is that this obviously isn't working, and upon checking the name of the object with
hint format ["waypoint completed, this is: %1, this name is %2", this, name this];
The result is either, with no variable name given to the object, "this is R Alpha 1-1:1" or if I give a variable name to the drone it attaches a capital D to the end of the variable name, as in: "this is {variable name of the drone}D". The name of the drone each time (name this) prints out as "Jeremy Wilson".
Any help is appreciated, and sorry if this is a very basic thing, but I cannot find the answers to this for the life of me.

G'day Blokes and Shelias around the World, today I want share, with you, a little project I've had on the back burner for the last few months, for the Obvious reasons; Lack of funds + absolutely no skills in Modding at all. So the reason I'm revealing it is because I want an Audience's opinion and see if there are Modders who want to give it a crack! be
So lets get to the reasons you clicked on this Forum!
*But first some Disclaimers; THIS DRONE IS COMPLETE FICTION THAT I CREATED, The other photo shown are taken off google and I don't own them (Obviously) Sencond, Please have leniency for the Concept art since the time it took to slap it together was 1 hour of dreaming it up before bed then 2-3 hours doodling in Microsoft paint*
Now, let me introduce you to the MQ-56 Skua, Multi-role Aquatic Scout Drone. Built with the the purpose of handling the standard UAV missions and a little bit more!
Armed with the "usual" UAV payloads i.e. GBUs, ATGM Hellfires & Laser designator. But it also comes with Combat Air Patrol capabilities Being the First Fixed-wing Drone with two AN/M3 50.cals, able to shoot as fast as the Infamous MG42, and the option to carry AASR Sidewinders. Let's list the full Payload & Missions it's good for;
This Ship-launched drone is capable of the following task; Close Air Support, Combat Air Patrol, Recon, Artillery Observer, Anti-Submarine Warfare.
MQ-56 MK1 (Stealth/Regular UAV)
Radar
2x AN/M3 50.cals, 1200RPM 1000 rounds per gun
Bombay capacity
2x GBU-12 Paveway II
4x AGM-114 Hellfire
2x AIM-9 Sidewinder
MQ-56 MK2 (ASW)
Airborne Sonar
M3 50s, again
Hardpoint; MK 46 MOD 5 Homing Torpedo
Bombay capacity
2x AN/SSQ-47B Sonobouy
4x AGM-114
4x MK 34 Depth Charges (fictional)
Concept art legend
Clear cone window containing forward Pilot Cam and Radar Sensors/ Sonar for ASW Variant
Air intakes
2x 50.cal AN/M3 (RPM:1200) 1000 rounds per gun
Retractable wings that roll foward then fold back along the side of the drone
flaps and ailerons
Prop Propulsion
twin tail rigging
Rudder
the Aft wing tips, folds vertical
3x Elevators
Insignia as example
Underbelly
12. Targeting/Gunner Cam
13. Weapons bay
14. engine exhaust
15. landing gear
16. plane floats
17. tail dragger landing gear
18. MK46 Mod 5 Acoustic homing Torpedoe
Now how I figure how Sonar should be done is piggyback on the new Sensors Upgrade, futhermore the MK2s onboard sonar would be weak in strength but can be bolster when paired with some Bouys since they are stationary and transmit via radio, you get the idea, and most know how a bouy works; [see photo].
Anyway thats my pet project, well part one of it! (part 2 will go on my public feed)
Hope everyone has enjoyed my ideas & I hope to get good reviews and critiques of my UAV design!
(excuse any grammar that I missed, I'm picky about that)
With Regards
Digger James

ABOUT
A UGV for CSAT designed to fit into the Arma 3 time line
The Type 22 Manta is a homegrown Chinese UGV designed to engage heavy armor. It features an adjustable suspension system allowing it to fire over cover, maintaining a low profile when not in use.
It is well armored and can resist Kinetic energy penetrators used by most MBTs because of its wedge shaped construction and composite armor. It being composed of lightweight ceramics means it is vulnerable to sustained fire from Autocannons and ATGMS.
It is armed with an auto-loading Mini-spike AT launcher and .50 cal machine gun. Its ability to quickly fire its missile payload and then retreat makes it an effective ambush vehicle.
Its high gun elevation means it may be effective against aircraft in some minor capacity.
DOWNLOAD

Hey people. So I have been playing Arma for years but never used planes/UAVs/Drones. So excuse my basic questions. I want to know what shoots targets when you laser designate them? I understand when you laser designate a target a jet can see it via his hud. But I was playing the default tutorial and once you laser designate the slammer that is moving the slammer gets hit with a missile from the sky. I just want to know whats shooting it? I tried making a mission to figure it out and no luck. The jet I put in the map shoots it at will or wont shoot at all. I know I can lock the target via Greyhawk and shoot it with Greyhawk but this is not what I want. Thanks in advance if you can help me out.

I've noticed two issues with UAVs in ARMA 3, one of the issues just started within the past few ARMA updates, the other issue has been persistant through all the past few years from what I can tell.
The newest issue is that when flying any of the UAVs and then using the UAV PIP camera so you can see the UAV while your walking around seems to be broke.
It still technically works but instead of using the "Gunner" camera view it now uses the "Driver" camera view. In the past it has always used the gunner and not the driver view.
One of the recent updates must have had a bug that reversed this which isn't good at all and pretty much makes the UAV PIP useless because all you see is the driver's view which is most of the time clouds and sky, so you don't actually see the gunners view which is pointed at the ground, even when the gunner is locked onto a specific area or target, you still only get the drivers view of the sky.
The second issue which has been going on for some time is the shaking on the camera. I know this has been reported in the past but haven't heard anything about fixing it.
A few people said to disable camera shake because it is caused by the UAV shaking because of the geforces in the sky, other people say uncheck autonomous while looking around for targets, and others say make a script to limit the UAV speed so that the geforces don't affect the camera. This issue should be worked on because it is very very hard to look around/aim/lock on to targets with the camera spazzing out all the time to an unbearable degree. It is most visable when using the Greyhawk to loiter around the AO. I'm pretty sure this has to be a bug and not built that way because I'm sure modern UAVs have stabailizer systems in place so they don't shake AS BAD as the ones in ARMA 3 do.

Hello my name is Duck and i have a problem. I have made a cool drone that inherits from the Darter drone which works fine but i need to animate the rotors and i have tried everything... i need help getting these rotors animated on engine start!

Hello, in one of my missions I use kk's script for having the camera view of the drone on a screen, but I have a little problem.
I want the see the drone UI in the screen, I know is not the same camera that the one from the drone, but is this possible?
Script used: http://killzonekid.com/arma-scripting-tutorials-uav-r2t-and-pip/
Thanks a lot,
Cheers.

Take on Helicopter + Arma 3 Carts = QUADCOPTER RACER ADDITION
"Quad-copter" or Drone Racing is getting huge. Games like Liftoff on Steam are already starting early access for this new genre. Bohemia Interactive could easily penetrate this market with their own addition. Just a thought...
Please consider. Thank you.
:)